Commit Graph

83 Commits

Author SHA1 Message Date
4017b48331 Depsgraph: Don't optimize out collections used by duplication system
This makes evaluated objects to point to a non-evaluated collection,
which is already really bad. What is even more worse, objects in those
collections are not evaluated either.

Proper solution would be to implement visibility flag for nodes, which
will be set to 0 for transform/geometry components, but which will be
1 for copy-on-write components.

This way we will guarantee consistency of dependency graph.

For now this change is good enough and unlocks production.

Fixes T55375: Crash when changing visibility of instanced collection
Fixes T55357: Particle geometry crash
2018-06-08 11:57:16 +02:00
378e42e119 Depsgraph: Cleanup, indentation 2018-06-08 11:57:16 +02:00
695747aad1 Depsgraph: Object data separation, armature 2018-06-06 12:36:51 +02:00
5a14af62d0 Depsgraph: Object data separation, geometry 2018-06-06 12:36:51 +02:00
82ec06cbfa Depsgraph: Object data separation, camera 2018-06-06 12:36:51 +02:00
ca7de1ff22 Depsgraph: Object data separation, lamp 2018-06-06 12:36:51 +02:00
1a0cb28ae2 Depsgraph: Object data separation, light probes
This is a beginning of series of commits which will clearly separate
building IDs which are used as object data from object building.

The goal is to be able to always build whatever ID. Required to make
driver targets to work reliably with copy-on-write concept.
2018-06-06 12:36:51 +02:00
f56a9fbad5 Depsgraph: Remove the "disable-copy-on-write" option completely
After discussion with Sergey and Dalai, we have decided to remove
this option completely. We're getting to the point where it is almost
impossible to really use 2.8 without COW, and keeping the old option
running ends up diverting dev resources away towards tracking down
and fixing problems with a parallel system that will be going away.
2018-05-31 13:43:00 +02:00
e4afccf388 Depsgraph: optimization of driver evaluation with many drivers. 2018-05-31 09:46:21 +02:00
17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
b352d2705d Depsgraph: Fix crash with copy-on-write enabled
Was caused by ec0756af6c, once again, we can't pass view layer,
need to pass index.

The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
2018-04-19 12:05:17 +02:00
cf95267456 Merge branch 'master' into blender2.8 2018-04-16 16:17:03 +02:00
047950db7c Depsgraph: Pull indirect relations via driver targets 2018-04-16 16:12:15 +02:00
15698f9907 Depsgraph: Avoid relations build time scene datablock expansion
Quite straightforward implementation, allows us to remove all the cherry-picking
update of specified scene/view layer/collection fields. Makes it possible to use
generic function to update scene.

The tricky part is that we need to know view layer pointer before the whole
evaluation starts. So we actually expand scene at initialization of evaluation.
context. This is still a bit of an exceptional case, but at least we still avoid
dangerous cherry-picking update.
2018-04-12 11:05:18 +02:00
fac1892e11 Depsgraph: Bind base by it's index
For the performance we convert object bases list to an array
during view layer evaluation. This makes it possible to have
very cheap index-based base lookup.

The goal of this change is to get rid of base used for function
binding, and avoid scene datablock expansion at the depsgraph
construction time.
2018-04-12 11:05:18 +02:00
ca2484e090 Depsgraph: Remove function bindings with collections
Use single function to evaluate all the collections for the given view layer.

This way we avoid need to get scene ID sub-data. Similar to pchan index, this
allows us to avoid build-time scene expansion, which also simplifies update of
the scene datablock.

Well, sort of. There is still work to be done to get rid of build-time scene
datablock expansion, which includes:

- Need to pass view layer by index.

  Annoying part would be to get actual view layer for that index. In practice
  doing list lookup might not be such a bad idea, since such lookup will not
  happen very often, and it is unlikely to have more than handful of view
  layer anyway.

  Other idea could be to use view layer from evaluation context.
  Or maybe from depsgraph, which is supposed to be in the context. Can have
  some assert statements to make sure everything is good.

- Need to get id of base binding for flags flush.

  We can replace that with index-based lookup from an array created by view
  layer evaluation.

Reviewers: dfelinto

Differential Revision: https://developer.blender.org/D3141
2018-04-12 11:05:18 +02:00
025bf11a9f Merge branch 'master' into blender2.8 2018-04-05 18:25:05 +02:00
9b8a92b874 Depsgraph: Pull indirect dependencies via pchan constraints
Was missing ID looper for pchan constraint.
2018-04-05 18:03:36 +02:00
eaf8608ba5 Merge branch 'master' into blender2.8 2018-04-04 09:54:50 +02:00
4674e02562 Depsgraph: Only bind ID-data and indices to depsgraph callbacks
This is a part of copy-on-write sanitization, to avoid all the checks
which were attempting to keep sub-data pointers intact.

Point is: ID pointers never change for CoW datablocks, but nested
data pointers might change when updating existing copy.

Solution: Only bind ID data pointers and index of sub-data.
This will make CoW datablock 7update function was easier in 2.8.

In master we were only using pose channel pointers in callbacks,
this is exactly what this commit addresses. A linear lookup array
is created on pose evaluation init and is thrown away afterwards.

One thing we might consider doing is to keep indexed array of
poses, similar to chanhash.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D3124
2018-04-04 09:48:41 +02:00
c327cf489c Merge branch 'master' into blender2.8 2018-03-02 16:42:27 +01:00
f76d49ed95 Depsgraph: Fix dependency cycle when ID prop drives ID property
Introduced explicit ID property node for driers in depsgraph,
so it is clear what is the input for driver, and what is the
output.

This also solved relations builder throwing lots of errors
due to ID property not being found.
2018-03-02 16:27:31 +01:00
0fb55310b3 Depsgraph: Cleanup, use dedicated function to ensure node exists 2018-03-02 14:35:19 +01:00
cedc7676ac Depsgraph: Cleanup, function return value
Driver build result was never used, so no reason to return operation.
2018-03-02 14:12:33 +01:00
a17de773fd Merge branch 'master' into blender2.8 2018-02-22 11:20:28 +01:00
93072e44d1 Depsgraph: Replace LIB_TAG_DOIT with hash lookup
This allows us to:

- Not mock around with tags stored in a global space,
    and not to iterate over all datablocks in the database
    to clear the tags.

- Properly deal with datablocks which might not be in main database.

    While it sounds crazy, it might be handy when dealing with preview,
    or some partial scene updates, such as motion paths.

- Avoids majority of places where depsgraph construction needed bmain.

    This is something what could help in blender2.8 branch.

From tests with production file here did not see any measurable slowdown.

Hopefully, there is no functional changes :)
2018-02-22 11:03:39 +01:00
263f614932 Add dedicated pointer to an original ID datablock
Before we were re-using newid pointer inside of ID structure where we were
storing pointer to an original datablock.

It seems there is no way we can avoid requirement of having pointer to an
original datablock, so let's stop obusing system which was only designed to
be a runtime only thingie. Will be more safe this way, without need to worry
about using any API which modifies newid.
2018-01-16 15:09:48 +01:00
Dalai Felinto
be9e469ead Groups and collection: initial integration
Since we are ditching layers from Blender (2.8) we need a replacement to
control groups visibility. This commit introduces collections as the building
blocks for groups, allowing users to control visibility as well as overrides
for groups.

Features
========

* Groups now have collections
    This way you can change the visibility of a collection inside a group, and add
    overrides which are part of the group and are prioritized over other overrides.

* Outliner
    Groups can inspect their collections, change visibility, and add/remove members.

    To change an override of a group collection, you need to select an instance of
    the group, and then you can choose "group" in the collection properties editor
    to edit this group active collection instead of the view layer one.

* Dupli groups overrides
    We can now have multiple instances of the same group with an original "override"
    and different overrides depending on the collection the instanced object is part
    of.

Technical
=========

* Layers
    We use the same api for groups and scene as much as possible.

Reviewers: sergey (depsgraph), mont29 (read/write and user count)
Differential Revision: https://developer.blender.org/D2892
2017-12-01 14:15:54 -02:00
a365f1dd65 Depsgraph: Re-schedule pending tags after relations update
It is possible to have situation when we need to both update relations and do
some updates on random IDs. This was only done before for objects using their
recalc field. This means, every update tag which did not fit into there would
have been lost after updating relations.

Now we do some smarter re-scheduling of operations after relations are updated.
2017-11-24 15:46:25 +01:00
272da2790b Depsgraph: Correct wrong base_flags for objects coming from set scene 2017-11-24 15:46:25 +01:00
87c821ff26 Depsgraph: Flush flags from base to object as an evaluation step
Previously it was done during depsgraph iteration, which is not good at all,
since after evaluation nobody should really modify how object was evaluated.
2017-11-24 10:19:48 +01:00
1949ed558b Depsgraph: Pass base to build_object() 2017-11-24 10:19:48 +01:00
c1f690428c Depsgraph: Create CoW copy of scene early on
Originally this only needed for view collections, but it will be needed for
bases really soon as well.
2017-11-24 10:19:48 +01:00
545f671b80 Merge branch 'master' into blender2.8 2017-11-23 12:04:57 +01:00
f2842ac65e Depsgraph: Cleanup, split build_object() a bit 2017-11-23 12:01:31 +01:00
7ba1babc90 Merge branch 'master' into blender2.8 2017-11-23 11:47:47 +01:00
f3fa5c1258 Depsgraph: Cleanup, always call full object 2017-11-23 11:39:28 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
0ad54b5ba3 Depsgraph: Only build collections for current graph scene layer 2017-11-09 11:43:41 +01:00
d325e6f0e8 Depsgraph: Make dependency graph to be built from scene layer
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.

Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
2017-11-09 11:20:17 +01:00
c99481b632 Merge branch 'master' into blender2.8 2017-11-09 10:59:15 +01:00
f424d5b5c9 Depsgraph: Cleanup, remove scene being passed all over
Use the state one instead.
2017-11-09 10:33:44 +01:00
887c2e5c0d Depsgraph: Make bmain part of builder state and remove bmain from public API 2017-11-09 10:33:44 +01:00
70e34ac186 Depsgraph: Cleanup, use google style for private members 2017-11-09 10:33:44 +01:00
Dalai Felinto
535adcdaa3 Depsgraph: Iterates over ID Nodes instead of Bases
Although this works by itself, it should actually happen after:

"Reshuffle collections base flags evaluation, make it so object is gathering
its base flags from collections."

Meanwhile we have one single hacky function (deg_flush_base_flags_and_settings)
to be removed once the task above is tackled.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D2899
2017-11-06 17:51:16 -02:00
3e8abc0535 Depsgraph: Make Copy-on-Write a command line option
Before it was a compile time option which was not very easy to use or test. Now
the project is getting more mature, so very soon we will be able to call for a
public tests of limited features.

The copy-on-write (which includes animation, modifiers) is enabled using
--enable-copy-on-write command line argument.
2017-10-18 14:35:34 +02:00
50cc0aa0d1 Depsgraph: Re-use evaluated mesh across frames and remove time dependency from all CoW components
This commit is a work forward having less updates during playback, which speeds
things up a lot here. The idea is simple: stop update all copy-on-write
datablocks (which implies full re-evaluation actually) on frame change and
re-use existing evaluated meshes as much as possible.

This brings playback speed to 24 fps on the dino test scene here. Performance
drops down a lot when armature is animated tho, but that's because of need of
tangent space calculation which we can't do much about from just a dependency
graph.

Hopefully this doesn't make copy-on-write too unstable, quick tests here are
surviving fine.
2017-07-28 12:27:34 +02:00
e90468e5a3 Depsgraph: Cleanup, use some utility functions to shorten construction code
Still some cleanup is possible.
2017-07-27 15:19:36 +02:00
cf38371155 Depsgraph: Create ID nodes on build-time expansion using node builder
This will allow us to do some builder-specific trickery when ID nodes are
requested to be created from build-time expansion.
2017-07-27 15:19:36 +02:00